Challenge Game System

ABSTRACT

Methods and systems are provided for enabling the creation, game play, and third party view of a head-to-head challenge game played synchronously or asynchronously by a first and second player. In one embodiment, a method includes operations for receiving a request to view the challenge game for obtaining a first and second video associated with a predefined segment of a single player game as played by the first and second player. The method further includes operations for executing the challenge game that plays the first video alongside the second video in a spectator interface, for accessing and processing telemetry data of the game play of the predefined segment to generate modified game play metrics, and for replacing game states that were produced when the predefined segment of the game was played with the modified game play metrics. The modified game play metrics are rendered to the spectator interface.

CLAIM OF PRIORITY

This application is a Continuation of U.S. patent application Ser. No.:15/994,579, filed on May 31, 2018 (U.S. Pat. No.: 10,559,281, issued onFeb. 11, 2020), entitled “CHALLENGE GAME SYSTEM,” which is hereinincorporated by reference.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to video game challenges, andmore particularly, to methods and systems for enabling synchronous andasynchronous head-to-head competition in single-player games for view byspectators.

BACKGROUND

Single-player video games and video games that have a single-player moderepresent a large portion of the video game market. Single-player gamesare fun to play, but can be less competitive than their multiplayercounterparts. Additionally, single player games have less of a socialcomponent, which may be a desired feature for many video game playersand spectators. Moreover, as electronic sports, or esports, are becomingan increasingly popular form of gaming, competition, and entertainment,current instantiations of single-player games are less amenable to beingimplemented in esports as their multiplayer counterparts.

Currently, for example, single-player games and video games with asingle-player mode (hereinafter referred to collectively assingle-player games) enable an individual player to make progress withina game, including completing missions, gaining experience, defeatingenemies, leveling up, setting records for a number of incapacitations,and setting records for time-based challenges. However, it is difficultto compare one's progress with that of another in the spirit ofcompetition. For example, a player of single-player game could sharewith their friend the number of points obtained or a personal record forcompleting a mission, and the friend could subsequently try to beat theplayer's number of points or personal record. However, much of theintensity and fun are lost in this disconnected and subdued form ofcompetition. For example, the player will not know how the friend playedthe single-player game outside of the results. Moreover, thisdisconnected form of competition does not offer much in the way ofspectator engagement, since it involves simply comparing a result (e.g.,number of points or personal record) of a player with that of a friend.What is desired, therefore, is a technological platform that enablescompetition between players of single-player games that interestedspectators can view as a head-to-head competition.

It is in this context that embodiments arise.

SUMMARY

Embodiments of the present disclosure relate to methods and systems forcreating, playing, and enabling third party viewing of head-to-headchallenge games. The head-to-head challenge games are contemplated to bebased on segments of single-player video games or video games withsingle-player modes.

In one embodiment, a method for presenting a challenge game to aspectator is provided. The method includes an operation for receiving arequest to view the challenge game between a first player and a secondplayer for a game and for obtaining a first video associated with apredefined segment of the game from the first player and a second videoassociated with the predefined segment of the game from the secondplayer. The method further includes an operation for executing thechallenge game to play the first video alongside the second video in aspectator interface. The executing the challenge game, according to thisembodiment, further includes operations for accessing a first telemetrydata associated with the predefined segment of the game played by thefirst player and a second telemetry data associated with the predefinedsegment of the game played by the second player. The executing of thechallenge game further includes operations of processing the firsttelemetry data and the second telemetry data for generating modifiedgame play metrics and for replacing game states that were produced whenthe predefined segment of the game was played with the modified gameplay metrics to produce the first video and the second video, whereinthe modified game play metrics are used to identify progress for thechallenge game. Further, the method includes an operation for rendering,based on the modified game play metrics, a graphical element fordisplaying said progress for the challenge game and for providing thespectator interface for the request that includes the first video, thesecond video, and the graphical element for displaying said progress forthe challenge game.

In another embodiment, a method for processing challenge games isprovided. The method includes an operation for receiving data defining achallenge game, the challenge game being for a game title, the datadefining the challenge game identifying a segment of the game titleselected for the challenge game and the challenge game rules, thechallenge game rules establishing optional modifications to native gamerules for the game title. The method also provides an operation forproviding access to the challenge game via an online game system, thechallenge game being accessible for play by one or more users havingaccess to the online game system, wherein game play of the challengegame occurs based on native game rules. Further, the method includesoperations for storing game play of the challenge game from a first userand for storing game play of the challenge game from a second user.Additionally, the method includes an operation for presenting aspectator view of the challenge game between the first user and thesecond user, the spectator view presents an interface with aside-by-side video of the game play of the challenge game by the firstand second users. According to this embodiment, the interface includesmodified game play metrics based on the challenge game rules, themodified game play metrics being displayed in the interface in place ofnative game play metrics defined by the native game rules of the gametitle.

In one embodiment, the side-by-side video of the game play of thechallenge game is synchronized to start and end at the same time, andplay of the side-by-side video via the interface appears as if the firstuser and the second user are playing the challenge game in a livehead-to-head session. In another embodiment, the game play of thechallenge game by the first user is asynchronous with the game play ofthe challenge game by the second user. In another embodiment, thechallenge game is one of a plurality of challenge games provided foraccess by the online game system, and the specific ones of the pluralityof challenge games are viewable by users having a social connection oran invite to play the specific ones of the plurality of challenge games.In another embodiment, the challenge game is created by a user of theonline game system or a curating entity such as a game publisher, a gamedeveloper, a game studio, or a third party entity that produceschallenge games accessible by user of the online game system. In anotherembodiment, the interfaces provided for the spectator view enablesinteractive voting or wagering by the spectators while the side-by-sidevideo of the game play is played as the challenge game progresses. Inone embodiment, the modified game play metrics are produced while theside-by-side video of the game play plays as the challenge gameprogresses, the modified game play metrics are configured to reward orpenalize the first or second user when violations of the challenge gamerules are detected.

In another embodiment, a method for executing a challenge game to beplayed by two players is provided. The method includes an operation forexecuting a challenge game, the challenge game is defined by a gamesegment of a single-player game and a set of rules. In anotheroperation, the method provides for processing game data associated witha first player and a second player playing the game segment thatincludes game play metrics and telemetry data. In a further operation,the method provides for generating game states for the challenge gamebased on said processing the game data and based on the set of rules forthe first player and the second player playing the game segment, whereinthe game states for the challenge game includes modified game playmetrics. Further, the method includes an operation for rendering, basedon the game states for the challenge game, a graphic for the challengegame, the graphic includes an indication of the modified game playmetrics, as well as an operation for sending for display a spectatorinterface to a device for viewing the challenge game, wherein thespectator interface includes a first video and a second video of thefirst and second player playing the game segment, respectively, and thegraphic.

Other aspects of the disclosure will become apparent from the followingdetailed description, taken in conjunction with the accompanyingdrawings, illustrating by way of example the principles of thedisclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure may best be understood by reference to the followingdescription taken in conjunction with the accompanying drawings inwhich:

FIG. 1 shows a schematic diagram of a challenge game server and itsconnectivity with various participants, according to one embodiment.

FIG. 2 is a conceptual diagram of a system for executing a challengegame by a challenge game server based on a first player's and a secondplayer's playing of a common game segment, according to one embodiment.

FIG. 3 shows a schematic diagram of certain relationships between gamesegments as played by a first and second player and the challenged gamethat is defined by the game segments, according to one embodiment.

FIG. 4 shows a conceptual diagram of a challenge game server and certainassociated components for providing a spectator device with a view of achallenge game between a first and second player as they play a gamesegment on first and second player device, according to one embodiment.

FIG. 5 shows an overall flow of a method of executing a challenge gamefor display to one or spectators, according to one embodiment.

FIG. 6 shows a conceptual illustration of the challenge game server asit relates to enabling a first player of a first player device to createa challenge game for a second player to play on a second player device,according to one embodiment.

FIG. 7 shows an additional view of a challenge game server as it relatesto enabling a first player of a first player device to create achallenge game based on a game session previously played, according toone embodiment.

FIG. 8 shows an overall flow of a method for enabling a first player tocreate a challenge game based on a game session previously played,according to one embodiment.

FIG. 9 shows conceptual illustrations of various embodiments for whichchallenge games may be played synchronously or asynchronously and viewedby spectators in real time or as a non-live view, according to variousembodiments.

FIG. 10 shows an embodiment of a spectator view of a staging area for achallenge game between first and second player that is about to begin,according to one embodiment.

FIG. 11 shows a challenge game in progress as it may be viewed by aspectator via the spectator view or interface, according to oneembodiment.

FIG. 12 shows a conceptual illustration of how telemetry data or gamestate data for a game segment being played are processed to generatechanges to the challenge game graphics at four representative points inthe game segment, according to one embodiment.

FIG. 13 illustrates components of an example device that can be used toperform aspects of the various embodiments of the present disclosure,such as playing, creating, and viewing challenge games, according to oneembodiment.

FIG. 14 is a diagram illustrating exemplary components of a head-mounteddisplay, which may be used to perform various aspects of the embodimentsprovided here, such as playing, creating, and viewing challenge games,according to one embodiment.

DETAILED DESCRIPTION

The following embodiments describe methods, computer programs, andapparatuses for creating, playing, and for providing third party viewsof video game challenges. It will be obvious, however, to one skilled inthe art, that the present disclosure may be practiced without some orall of these specific details. In other instances, well known processoperations have not been described in detail in order to notunnecessarily obscure the present disclosure.

Single-player game or games with single-player modes represent a largeportion of the video game market. Many single-player game are engagingand fun to play, but are lacking in a competitive aspect. For example,many players of single player games may wish to compare or benchmarktheir skills in the game against others. In other instances, many peoplein the video game space may wish to spectate head-to-head challengesbetween players of their favorite single player games. In still otherinstances, there is a demand to make certain games that are notparticularly amenable to head-to-head competition into challenges thatmay be integrated into a competitive format but played in a familiarsingle-player format. This may be true of older “legacy” games thatvideo game players have grown fond of over many years and that stillhave a considerable player base. There is an opportunity to createcompetitive (e.g., head-to-head) formats of game play from single-playergames or single-player modes of games. There is also opportunity toenable the viewing public to watch their favorite players play againstother players in a competitive format for single-player games. And aselectronic sports (esports) continues to gain popularity, there is anopportunity to elevate single-player gaming action to the competitivestage set by esports.

Although much of esports is played synchronously, that is, that playersplay a game at the same time, certain embodiments contemplated hereenable asynchronous play of challenges for esports. Asynchronouschallenges may have players playing game segments at different times.However, when the challenge game is observed in the context of spectatorviewing and esports, the asynchronous play is made to appear synchronousto a viewing audience.

Challenge games may be created by players or by the publisher of thevideo game in which the challenge game takes place. By creating achallenge game, a game segment or part of the video game is identifiedto be the challenge game. When the game segment is played, it isexecuted according to the game rules and parameters as would be presentduring normal execution of the video game. For example, any game playmetrics associated with playing the game segment are calculated as theywould be according to the rules and parameters of the video game.

The challenge game, however, may be defined with its own set of rules inthe form of restrictions, limitations, and handicaps, referred to hereinas challenge game rules. The challenge game rules are rules that do notnecessarily alter the rules or parameters defined by the video gameitself, but are applied and enforced during execution of the challengegame. For example, if one of the challenge game rules specifies that apenalty will be assessed for using magic, such a rule is not necessarilypresent in game segment itself, although the player may be aware of it.If the player subsequently uses magic, they may not experience theassessment of the penalty during their play of the game segment. As aresult, the player's game play metrics will not be affected by thepenalty. However, the penalty may be applied during execution of thechallenge game. When the penalty is applied during execution of thechallenge game, the player's game play metrics are modified anddisplayed to spectators in a spectator interface. In one embodiment, theplayer may not be aware of the penalty or the modified game play metricsuntil the challenge game is over. In some embodiments, the player may beaware that penalties or other new rules will be applied, but theapplication is done when a spectator views a side-by-side challenge.

For example, a player may get a score of 100 points under the nativegame rules, but when the game play is shown to a spectator in achallenge, that same game play will only get a score of 36 points. Theplayer may or may not be aware of the modified rules under which thechallenge is displayed, but the result is that both plays in the shownchallenge will be modified or penalized or rewarded in accordance withthe modified rules. As noted herein, it is also possible for each of theplayers to get their modified play results adjusted differently or thesame, or weighted, or rate changed.

In other embodiments, challenge game rules may be programmed into thegame segment itself such that challenge game rules are applied andenforced during game play of the game segment. As a result, the gameplay metrics associated with the player's game play may be modifiedon-the-fly within the game segment. For example, in these embodiments,the penalty may be applied during execution of the game segment and theplayer may become aware of such penalty while playing.

FIG. 1 shows a schematic diagram of a challenge game server 100 and itsconnectivity with various participants. For example, player devices 102a-102 d are connected to the challenge game server 100 via a network,which could include the internet. Player devices 102 a-102 d may includeany device capable of executing a game application. For example, playerdevices 102 a-102 d may include personal computers such as laptop anddesktop computers, tablets, mobile phones, virtual reality devices suchas head mounted displays (HMDs), game consoles, etc. In someembodiments, the player devices 102 a-102 d may include game consolessuch as PlayStation® 4 and PlayStation® 3 consoles, as well asPlayStation® Vita, all manufactured by Sony® Corporation.

The player devices 102 a-102 d enable players associated with each ofthe player devices 102 a-102 d to interact with a video game for achallenge game session. In some embodiments, each player plays the videogame separately (e.g., not in multiplayer mode) and therefore each ofthe player devices 102 a-102 d is associated with an instance of thevideo game that is independent of each of the other instances of thevideo game. In some embodiments, each instance of the video game may bemay be executed primarily on the respective player devices 102 a-102 d.In various embodiments, the respective video game instances may beexecuted on the challenge game server 100. In various embodiments, theinstances of the video games may be executed on a game server that isindependent of the challenge game server 100. In various embodiments,the instances of the video game may be executed on a combination of theplayer devices 102 a-102 d, the challenge game server 100, and one ormore game servers.

FIG. 1 also shows a plurality of spectator devices 104 a-104 d thatcommunicate with the challenge game server 100, for example, via theInternet. The spectator devices 104 a-104 d enable respective spectatorsassociated with the spectator devices 104 a-104 d to view the challengegame session as the challenge game session occurs, or at a later time.Spectator devices 104 a-104 d may include any device capable ofdisplaying video content. For example, spectator devices 104 a-104 d mayinclude any of the devices that that are usable as the player devices102 a-102 d, including laptop computer, desktop computers, tablets,mobile phones, virtual reality devices such as HMDs, game consoles suchas PlayStation® 3, PlayStation® 4, and portable consoles such as thePlayStation® Vita and others. In addition, spectator devices 102 a-102 dmay also include televisions, smart assistants, and personal robotshaving display capabilities.

FIG. 2 is a conceptual diagram of a system for executing a challengegame by a challenge game server 100 based on a first player's and asecond player's playing of a common game segment. In some embodiments,the challenge game is associated with a predefined game segment of asingle-player game that is playable. The challenge game may be executedon the challenge game server 100 while the game segment is executed onplayer devices 200 and 202 for a first and second player. In otherembodiments, the game segment may be executed on the challenge gameserver 100 as a remote gaming service while the first and second playersinteract with the remote gaming service via player devices 200 and 202,respectively.

It is envisioned that the challenge game can be a meta-game in somesense, because players play the challenge game by playing the gamesegments. The execution of the challenge game will therefore depend uponthe players playing the game segments. However, the challenge game willhave game states and game play metrics that are based on but differentfrom the game states and game play metrics of the individual gamesegments played by the players. More detail is provided with respect tohow game segment data is used to generate challenge game data in FIGS. 3and 4.

It is contemplated that a game segment for a given challenge game may beplayable segment of a single-player game that is time-boxed and/orparameterized to control for certain variables while playing the segmentof the single player game. The game segment, may, for example, beextracted from a single-player game and bounded by a start point and anend point as well as a time box.

As an example, assume the single-player game is a fantasy video gamehaving various enemies such as dragons. The game segment may beextracted from the fantasy video game to include a roughly 2-minutesegment of the fantasy video game that includes an objective or endpoint of defeating a dragon. The game segment may be parameterized forgame variables such as game assets, the character to be played, theabilities and tools of the character, the health of the character, andso on. For example, the game segment of the fantasy game may beparameterized to define a set of game assets to include a suit of armor,the character to be a mage, the abilities and tools to include a bow andarrow, and the health of the character to be 800 health points.

In addition, the challenge game may also be specified with penalties forperforming certain in-game actions within the game segment. For example,if there is a penalty specified for using magic and a player uses magic,the player may be penalized within the challenge game. In someembodiments, the penalty may be applied within the challenge game (e.g.,applied during execution of the challenge game on the challenge gameserver), but not necessarily within the game segment (e.g., not appliedduring execution of the game segment on the player device). As a result,the player may not be apprised of the penalty while playing thechallenge game segment, although the player may later find out via achallenge game results display. In other embodiments, penalties may beapplied during execution of both the challenge game and the gamesegment.

In other embodiments, the challenge game may also be specified withlimitations and handicaps. As compared to penalties for performing anin-game action, limitations are contemplated in some embodiments toprevent some game action from being performed by a player within thegame segment. For example, the challenge game may be specified with alimitation that prevents summoning a guardian force ally that is capableof fighting the dragon within the game segment. When the player attemptsto perform the game action of summoning a guardian force, the gamesegment may be defined to ignore that particular game action. Thus,limitations are contemplated to control for various modes of play thatmay render the challenge game less competitive. Moreover, limitationsare contemplated to apply to both players.

Challenge games are also contemplated to be specified with handicapsthat can make a challenge game more competitive by handicapping a firstplayer but not a second player. As a result, if the first player isgenerally better than the second player at the fantasy video game, thefirst and second players may still compete at the challenge game on amore even playing field. Generally, a handicap is contemplated to applyto one of the two players, however different players may be handicappedin different ways. Many types of handicaps are contemplated to this end.Some handicaps reduce a player's health, energy, stamina, mana, armor,or shield. Some handicaps may be implemented by the challenge gameexecution logic at the challenge game server 100 and others may beimplemented by the player devices 200 and 202 depending on the type ofhandicap.

According to various embodiments, the game segment is embodied as asaved data file and may be executed on the player devices 200 and 202 orelsewhere. In other embodiments, the game segment may be implementedaccording to configuration data or boot parameters that are processed bythe game at start up to instruct the game execution logic as to how thestart the game (e.g., what point to start at, which character to use,and what features or other parameters the character has).

In other embodiments, the game segment may be executed on the challengegame server 100 or on a remote gaming server (not shown). In someembodiments, the challenge game may be played synchronously by the firstand second players. For example, both players may begin playing the gamesegment at the same or similar times for real time competition. In otherembodiments, the challenge game server 100 also enables asynchronouscompetition for the challenge game. For example, the two players canplay the game segment at different times. When the first player and thesecond player play the game segment at different times, they areprocessed at the same time for the challenge game such that the gamesegments appear as if they are being played live within a spectatorinterface 220 of the spectator device 212. For example, whether the gamesegments are played asynchronously, the video streams 214 and 216 of theplayed game segments are displayed synchronously, as are the challengegame graphics 218.

In the embodiment shown in FIG. 2, the challenge game server 100includes a universal data system 204, a video stream processing module206, and a spectator streaming interface module 208. The universal datasystem 204 processes, among other things, telemetry data as it is beinggenerated by the first and second player devices 200 and 202, which isthen used to generate modified game metrics or game states for thechallenge game. The universal data system 204 is further able todetermine the progress of the respective players in the challenge gamebased on the modified game metrics or game states for the challengegame. For example, in some embodiments, the telemetry data is indicativeof how a player is doing in the game segment or how close the player isto completing the objective of the game segment.

The video stream processing module 206 obtains the respective video dataof the first and second players for processing and delivery to thespectator streaming interface module 208. When one or both of theplayers have completed the game segment at some prior time, the videodata and the game data may be retrieved from a database 210 that storespreviously played game segments. In some embodiments, the video streamprocessing module 206 may perform compressing and/or scaling functionson the video data of the first and second players for the spectatorstreaming interface 208. Moreover, in these and other embodiments, thevideo stream processing module 206 may additionally overlay graphics onthe video streams for the spectator streaming interface 208. Thespectator streaming interface module 208 generates a spectator interface220 for a spectator to view the challenge game as it is being executedin real time or near real time.

The spectator device 212 is shown to be in communication with thechallenge game server 100 via a network such as the Internet. Thespectator device 212 is shown to display the spectator interface 220including the first video 214 associated with the first player, thesecond video 216 associated with the second player, and the challengegame graphics 218 associated with both players. As noted above, thechallenge game server 100 serves the first and second videos 214 and 216synchronously, even if the first and second players do not play the gamesegment synchronously. As a result, when the challenge spectatorinterface 220 is initiated, both the first video 214 and the secondvideo 216 are made to begin at the same time.

The challenge game graphics 218 are contemplated to include variousindicators of progress of the first and second player with respect tothe challenge game as it is being made in the respective game segments.For example, the challenge game graphics may include representations ofthe modified game play metrics for the players. As a result, thechallenge game graphics may include a graphical or textualrepresentation of progress, health, abilities, energy, points, score,penalties violated, proximity to enemies and points of interest,handicaps, restrictions, and other parameters for both player's gamesegments as processed for the challenge game.

FIG. 3 shows a schematic diagram of certain relationships between gamesegments as played by a first and second player and the challenged gamethat is defined by the game segments. For example, a game segment 302 asplayed by a first player and a game segment 304 as played by a secondplayer are shown. When the game segment 302 is played by the firstplayer, game states 306 and game play metrics 308 are shown to result.Likewise, when game segment 304 is played by a second player, gamestates 310 and game play metrics 312 are shown to result.

Game states 306 and 310 describe the state of the game segment as it isbeing played at any given point in time. The game states 306 and 310 areused by the challenge game execution logic 300 to generate the challengegame game states 314 in real time, which reflect the state of thechallenge game at any given point in time depending on the game states306 and 310 at the same corresponding time. For example, the challengegame game states 314 at a time of 2 minutes and 5 seconds will depend onboth the game states 306 and 310 at a time of 2 minutes and 5 seconds.Further, the challenge game execution logic 300 is contemplated togenerate the challenge game game states 314 based on challenge gamerules that are applied to the game states 306 and 310. The challengegame execution logic 300 may compare, for example, the state at 2minutes and 5 seconds of game states 306 to that of game state 310 togenerate a challenge game game state at 2 minutes and 5 secondsaccording a set of challenge game rules that are defined by penalties,handicaps, etc.

Game play metrics 308 and 312 result from the first and second playerplaying the game segment and describe various metrics related to how aplayer is doing within the game segment. Game play metrics 308 and 312may include data that a player would normally expect to see as itrelates to the player's progress within a game. For example, the gameplay metrics 308 and 312 may include data related to a player's health,abilities, penalties violated, proximity to enemies and various pointsof interest, handicaps, restrictions or limitations, etc. The challengegame execution logic 300 is shown to generate modified game play metrics308′ from game play metrics 308 for the first player and to generatedmodified game play metric 312′ from game play metrics 312.

The challenge game execution logic 300 is contemplated to generate themodified game play metrics 308′ and 312′ from game play metrics 308 and312 based on the set of rules for the challenge game that is defined bypenalties, handicaps, etc. Therefore, depending upon the particularchallenge game and its rules, the game play metrics 308 and 312 that theplayers see as the player plays the game segment may be different fromthe modified game play metrics 308′ and 312′ that are displayed tospectators. For example, assume there is a penalty associated with thechallenge game for using magic. The use of magic within the game segmentis not restricted necessarily in this embodiment, but such use willcause a penalty to be assessed to the player who uses magic. Accordingto this example, the penalty may scale the amount of damage the playertakes from enemies by a factor of two for a period of 30 seconds. If thefirst player happens to use magic, the penalty and scaling of the amountof damage taken may be implemented by the challenge game execution logic300 that results in a modified game play metric 308′ reflecting a healththat is different than the health reflected by game play metric 308.

FIG. 4 shows a conceptual diagram of a challenge game server 100 andcertain associated components for providing a spectator device 212 witha view of a challenge game between a first and second player as theyplay a game segment on first player device 200 and 202, respectively. Asthe first player plays the game segment for the challenge game on thefirst player device 200, a first telemetry data stream 402 and a firstvideo 406 is generated as a result Likewise, when the second plays thegame segment on the second player device 202, a second telemetry datastream 404 and a second video 408 is generated as a result. The firstand second telemetry data streams 402 and 404 are shown to be routed tothe universal data system 204.

The universal data system 400 serves to process and manipulate the firstand second telemetry data streams 402 and 404 to generate meaningfuldata for the challenge game from raw telemetry data for display on thespectator device 212. For example, it is contemplated that the first andsecond telemetry data streams 402 and 404 include data related to gameinputs and actions made by the player, virtual distance measurementsbetween the player and enemies and points of interest, and othermeasurements related to the state of the game segment as it is beingplayed. The telemetry processing module 400 is configured to process thetelemetry data into information that the challenge game execution logic300 can operate on such as game play metrics and game segment gamestates.

Continuing with the fantasy video game example having an objective ofdefeating a dragon, the first and second telemetry data streams 402 and404 may include, for example, data related to a distance between bothplayers and the dragon within their respective game segments as well asdata related both players' health. As a result of such processing by thetelemetry processing module 400, the game states for the game segmentsas played by the first and second players may be approximated forfurther processing by the challenge game execution logic 300. Forexample, the telemetry processing module 400 may be operable todetermine, from the first and second telemetry data streams 402 and 404,the distance between the first player and the dragon and the distancebetween the second player and the dragon in their respective gamesegment game sessions (e.g., in real time or near real time). Likewise,as a result of such processing by the telemetry processing module 400 ofthe first and the second telemetry data streams 402 and 404, the gameplay metrics of the first and second players may be determined. It iscontemplated that the telemetry processing module 400 is to process thefirst and second telemetry data streams 402 and 404 in real time or nearreal time.

According to the embodiment shown in FIG. 4, the challenge gameexecution logic 300 processes and transforms the data generated by thetelemetry processing module 400 according to challenge game rules. Forexample, as the telemetry processing module 400 generates game states ofthe game segment, the challenge game execution logic 300 may generate,based on the game states of the game segments, challenge game gamestates 410. If the game states of the game segments include data relatedto the distance between both players and the dragon, then the challengegame game states 410 may include state information related to how muchcloser the first or second player is to the dragon than the otherplayer. Moreover, the challenge game execution logic 300 is configuredto transform the game play metrics as determined by the telemetryprocessing module 400 into modified game play metrics 412. For example,if the game play metrics as generated by the telemetry processing module400 have an indication of both players' health, the challenge gameexecution logic 300 may indicate a different health of either player dueto challenge game rules that are implemented by the challenge gameexecution logic 300. Continuing with the fantasy game example, if thechallenge game rules include a penalty for using magic and the firstplayer happens to use magic, then the challenge game execution logic 300is operable to apply the penalty to the health of the first player asreflected in the modified game play metrics 412. It is contemplated thatthe challenge game game states 410 and the modified game play metrics412 are generated by the challenge game execution logic 300 in real timeor near real time.

According to the embodiment shown FIG. 4, the challenge game game states410 and the modified game play metrics 412 as generated by the challengegame execution logic 300 are used by the challenge game graphics engine414 to generate challenge game graphics 416. Challenge game graphics 416are contemplated to include various indicators of progress of the firstplayer and the second player as they play the game segment. For example,the challenge game graphics engine 414 may use the challenge game gamestates 410 to generate a proximity indicator bar that is configured tographically represent how close either of the players are with respectto the dragon or points of interest or even the other player.Additionally, the challenge game graphics engine 414 may use themodified game play metrics 412 to generate graphical representations ofvarious metrics for both players.

In some embodiments, it is contemplated that the challenge game graphicsengine 414 is able to replace the game play metrics native to eitherplayer's playing of the game segment with the modified game playmetrics. Continuing with the fantasy game example having a penalty forusing magic and assuming the first player has used magic, the health ofthe first player that is native to the game segment may be 1000, forexample. However, when the challenge game execution logic 300 appliesthe penalty when generating the modified game play metrics 412, thehealth of the first player may be only 600 within the challenge game andunder the challenge game rules. The challenge game graphics engine 414is operable to indicate so. In one embodiment, the challenge gamegraphics engine 414 may produce a health bar reflecting the firstplayer's health of 600 to be displayed within the challenge gamegraphics 416 at some location outside of the first and second video 406and 408 within the spectator interface 220. In such an embodiment, firstvideo 406 may display the native health of the first player as being1000, while the challenge game graphics 416 may display the health asbeing 600. In another embodiment, the challenge game graphic engine 414or the spectator streaming module 208 or the video stream processingmodule 206 might replace the native health of 1000 of the first playerwith the health of 600 within the first video 406 for the spectatorinterface 220.

According to the embodiment shown in FIG. 4, the first and second videos406 and 408 are routed to the video stream processing module 206 forprocessing. According to some embodiments, the first and second videos406 and 408 are both streaming videos that are multicast by the firstand second player device 200 and 202, respectively, as the first andsecond players play the game segment. In other embodiments, one or bothof the first and second videos 406 and 408 are not streaming, butinstead are retrieved from storage such as database 210 as stored fromprevious play of the game segment. In any case, the first and secondvideos 406 and 408 are made to play in synchrony within the spectatorinterface 220. The challenge game server 300 is shown to be incommunication with the spectator device 212 for delivering the spectatorinterface 220 for viewing by a spectator.

FIG. 5 shows an overall flow of a method of executing a challenge gamefor display to one or more spectators. In operation 500, the methodincludes receiving, at, for example, a challenge game server, a requestto view a challenge game between a first player and a second player. Therequest may have originated from a spectator who desires to watch achallenge game match on a spectator device. The spectator may be givenaccess to an array of challenge games that are available for view via aninterface that is accessible via a web browser or other applicationexecuted on a computer, a mobile device, a tablet, a console system suchas a PlayStation®, a virtual reality system such as PSVR®, etc.

In operation 502, the method provides for obtaining a first and secondvideo generated as the first and second player play the predefinedsegment of the game. As noted above, the predefined segment may besegment of a full-length video game that is defined by a starting pointand end point and may be defined by a time box as well. In someembodiments, the first and second videos are live streams of thepredefined segment being played by the first and second player. This maybe referred to as a synchronous challenge game. In other circumstances,the challenge game may also support asynchronous play. For example, insome embodiments, the first video may be a live video feed that ismulticast by the first player device of a first player, while the secondvideo may a stored video file from a previous game session of thepredefined segment by the second player. In still other embodiments,both the first and second videos may be from previous game sessionsplayed by the first and second player, the first and second videos beingretrieved from storage.

Operation 504 of the method embodiment shown in FIG. 5 serves to executethe challenge game. According to some embodiments, the challenge game isa saved data file that is executable by the challenge game server.Various aspects of creating challenge games will be described in moredetail with reference to FIGS. 6-8. One of the functions of executingthe challenge game is to display the first video and the second video ina side by side configuration in a spectator interface such that thespectator can view the game action of the first and second player insynchrony. As a result, the spectator is provided with a simultaneousview of both the game play of the first player and the second player asboth the first and second player attempt to achieve the objectivedefined by the challenge game under the rules specified.

In operation 506, the method includes accessing a first telemetry dataassociated with the predefined segment of the game played by the firstplayer and a second telemetry data associated with the predefinedsegment of the game played by the second player. The telemetry dataincludes data related to game actions as inputted by the first andsecond players as well as measurements of game state related informationsuch as distances between the first and second player and other objectswithin the game and other native or original metrics related to gameplay. The telemetry data accessed in operation 506 is then processed inoperation 508. For example operation 508 includes generating modifiedgame play metrics from the game play metrics included in the telemetrydata based on rules defined by the challenge game.

According to the embodiment shown in FIG. 5, operation 510 serves toreplace game states (e.g., native or original metrics) that wereproduced when the predefined game segment was played with the modifiedgame play metrics for the first and second video. In one example,operation 510 may overlay the modified game play metrics on the nativeor original metrics that appear in the first and second video togenerate modified first and second videos. In other embodiments,modified game play metrics may be displayed within an area that isoutside of the region for embedding the first and second videos. In anycase, the modified game play metrics are displayed in connection withthe first and second players playing the predefined game segment and areupdated in real time or near real time. The modified game play metricsare indicative of the progress made by both players with respect to thechallenge game. For example, the modified game play metrics may includedata that is usable to generate progress bars that indicate how closeeither player is to completing the objective for the predefinedchallenge game segment.

In operation 512, the method includes rendering, based on the modifiedgame play metrics, a graphical element for displaying said progress forthe challenge game and providing the spectator interface for therequest. The spectator interface is contemplated to include at least thefirst video, the second video, and the graphical element for displayingsaid progress for the challenge game. It is contemplated that thegraphical element is to include graphical representations of themodified game play metrics. For example, the graphical element mayinclude various indicators of progress made by either player withrespect to the predefined game segment, including the players' health,abilities, proximity to enemies, handicaps, restrictions, penalties,etc. Thus, when the spectator interface is provided to the spectatordevice, the spectator is given both a first person view of each player'sgame play as well as an additional view of their progress as provided bythe graphical element.

In some embodiments, such as those shown in FIGS. 2, 4, and 11, thespectator interface includes a side-by-side display of a first playervideo stream and a second player video stream. In other embodiments, thespectator interface may include one video stream that displays actionfrom both the first player video stream and the second player videostream by intercutting between the two. The intercutting between the twovideo streams may be decided and implemented algorithmically based oninteresting things happening in the respective video streams, accordingto one embodiment. In others, the intercutting may be performed manuallyby a producer or a controller who toggles between the two video streamsbased on judgment.

FIG. 6 shows a conceptual illustration of the challenge game server 100as it relates to enabling a first player of a first player device 200 tocreate a challenge game for a second player to play on a second playerdevice 202. When the first player completes a game session in a videogame, they may wish to create a challenge game based on a segment of thevideo game completed during the game session. The challenge game server100 is envisioned to enable the first player to do so. In someembodiments, the first player may want to create a public challenge gamein which anyone can compete. In other embodiments, the first player maywant to selectively challenge one or more players, including the secondplayer. In either instance, a challenge game constructor 600 of thechallenge game server allows the first player to define the content ofthe of the challenge game for challenging other players via a challengegame construction interface 602. The challenge game constructioninterface 602 may have access to the game session previously played byfirst player via database 210.

According to the embodiment shown in FIG. 6, the challenge gameconstruction interface 602 communicates a graphical user interface (GUI)to the first player device 200 upon completion of the game sessionwherein the first player can define various parameters and rules of thegame segment to be played for the challenge game. For example, the firstplayer may define a start point, an end point, an objective, a timelimit, character abilities, and one or more restrictions, penalties, andhandicaps to be associated with the challenge game. The challenge gameconstruction interface 602 is also contemplated to enable the firstplayer to specify one or more players that the first player wishes tochallenge.

According to the embodiment shown in FIG. 6, the challenge gameassembler 604 is configured to assemble the challenge game, includingthe game segment, the challenge game rules and parameters, and the oneor more players being challenged, as defined via the challenge gameconstruction interface 602. The challenge game assembler 604 may haveaccess to various game titles 610, including the video game from whichthe game segment is to be created. The challenge game assembler 604 maythen generate challenge game configuration data 608 that is communicatedto the one or more players being challenged so that the one or moreplayers can play the game segment to compete in the challenge game. Inone embodiment, a challenge matchmaker 606 is configured to communicatewith the one or more players to be challenged, as well as any additionalplayers, information regarding the challenge game. The challengematchmaker 606 may also be configured to deliver the challenge gameconfiguration data 608 to the devices of the one or more players forsubsequent play.

FIG. 7 shows an additional view of a challenge game server 100 as itrelates to enabling a first player of a first player device 200 tocreate a challenge game based on a game session previously played. Inthe example shown, the first player has completed a session of a racinggame and wishes to challenge a second player for a segment of the videogame session. For example, the first player may have achieved a personalrecord in a segment of the racing game that is particularly challenging.The first player is enabled to create a challenge game based on thatsegment to have the second player play a similar or same segment of thevideo game for the challenge game.

In the embodiment shown in FIG. 7, the challenge game constructioninterface 602 of the challenge game constructor 600 accesses a savedgame session 700 associated with the first player's prior game session.The challenge game construction interface 602 may present the saved gamesession 700 to the first player in a playback mode via a saved gamesession viewer 702. The first player may scrub through the saved gamesession 700 using slider 708 while viewing the video associated with thesaved game session 702 via the saved game session viewer 702. In sodoing, the first player may identify the points in the saved gamesession 700 that they wish to be the starting point 710 and the endpoint 712 of the game segment 714 for the second player to play. It iscontemplated that the game segment 714 may range in duration from about5 seconds or less to about 1 hour or more, or from about 30 seconds toabout 30 minutes, or from about 1 minute to about 10 minutes.

According to the embodiment shown in FIG. 7, the challenge gameconstruction interface 602 further enables the first player to specify aplayer selection 704 for the challenge game as well as to definerestrictions, penalties, and handicaps 706 for the challenge game. Otherparameters, although not shown, may also be specified by the firstplayer when interacting with the challenge game construction interface602.

In various embodiments, the challenge game assembler 604 is enabled tocreate the challenge game based on the various inputs received from thefirst player. For example, the challenge game assembler 604 iscontemplated to generate the game segment 714 that is to be played bythe second player based on the selection of the starting point 710 andthe end point 712, and based on data from game titles 610. The gamesegment 714 is also generated with game parameters 726 that reflectcertain game parameters associated with the saved game session 700 suchthat the game segment 714 mirrors the selected segment of the gamesession 700 as played. For example, the game parameters 726 may specifythe same car for the game segment 714 that the first player raced in thegame session. The challenge game assembler 604 is able to assign thegame parameters 714 by reading data from the saved game session 700,according to some embodiments. In addition to creating the playable gamesegment 714, the challenge game assembler 604 is contemplated to alsoassign to the challenge game restrictions 716, penalties 718, andhandicaps 720 as inputted via the challenge game construction interface602.

The challenge game assembler 604 is shown to output the challenge gameconfiguration data 608, which includes the game segment 714 for thesecond player to play as well as data associated with the challengegame. The game segment 714 is delivered to the second device 202 of thesecond player if the second player accepts an invitation to participatein the challenge game, the invitation being generated by an invitationgenerator 722 of matchmaker 606. The matchmaker 606 may also deliverinvitations to additional players to be challenged 724 such that one ormore additional players can participate in the challenge. The challengegame configuration data 608 is also delivered to a challenge gamemanager 701, which is contemplated to execute the challenge game insynchrony with the second player playing the game segment 714.

In some embodiments, when the second player plays the game segment 714for the challenge game, it may be asynchronous to the first player'splaying of the game session. However, in other embodiments, the firstplayer may play the game segment 714 again such that both the firstplayer and the second player play the game segment 714 synchronously forthe challenge game.

FIG. 8 shows an overall flow of a method for enabling a first player tocreate a challenge game based on a game session previously played. Themethod includes an operation 800 for receiving (e.g., at the challengegame server 100) a request from a device of a first player to create achallenge game from a game session of a single player game completed bythe first player. The game session may have been completed immediatelyprior to requesting that a challenge game be made, or it may have been agame session that was played some time ago. In any case, operation 802serves to obtain the game session having been completed by the firstplayer, the game session includes game state data for the game sessionthat is usable to define a game segment.

According to the method embodiment shown in FIG. 8, the method thenflows to operation 804, which serves to provide a challenge gameconstruction interface to the device of the first player for creatingthe challenge game based on the completed game session. The challengegame construction interface may be similar to the one shown in FIG. 7.The challenge game construction interface enables the first player tomake a selection of a segment of the game session completed for creatinga playable game segment for a second player. In some embodiments, theselection of the segment may include the entire game session, while inother embodiments, the selection may include only a subset of the gamesession completed. If the completed game session has more than onesegment that the first player wishes to create a challenge game out of,certain embodiments may allow the first player to select a plurality ofsegments from the game session to create challenge games from.

In operation 806, a selection of a second player to be challenged isreceived via the challenge game construction interface. The first playermay specify any number of other players to be challenged, or may makethe challenge open to the public where any player can participate in thechallenge game and go head-to-head with the first player in theirrespective challenge games. The method then flows to operation 808,which serves to assemble, by a challenge game assembler, the challengegame based on data associated with the selection of the segment of thegame session. It is contemplated that such data will include a startingpoint, an end point, and game parameters that are extracted from thegame session. Further, in operation 810, the challenge game assemblercreates a saved data file, or a configuration file, or a boot parameterfile for the challenge game that enables the second player to play thechallenge game. In particular, the saved data file for the challengegame is to include at least data for executing a game segment that is tobe played by the second player as well as data for executing thechallenge game. The game segment may be executed on a device of thesecond player or may be executed on the challenge game server, while thechallenge game is to be executed at the challenge game server, accordingto various embodiments.

The method shown in FIG. 8 proceeds to operation 812, which serves tosend, by a matchmaker, an invitation to the one or more players selectedto be challenged. In response to acceptance of the invitation, the saveddata file for the challenge game, or at least the data associated withexecuting the game segment of the challenge game is sent to respectivedevices of the one or more players to be challenged.

In accordance with one embodiment related to the method shown in FIG. 8,a method includes an operation for receiving a request from a device ofa first player to create a challenge game. The method provides for anoperation that provides, to the device of the first player, an interfacethat enables the first player to predefine challenge game rules that areto be applied during executing the challenge game, the interface furtherenables the first player to make a selection of a segment of a videogame to be played as a segment for the challenge game. The methodfurther includes creating the challenge game based on the predefinedchallenge game rules and based on the selection of the segment of thevideo game and sending the challenge game for enabling the second playerto play the game segment, wherein the native game play metrics areproduced when the second player plays the game segment. The methodfurther includes an operation for executing the challenge game while thesecond player plays the game segment, the executing the challenge gameincludes applying the predefined challenge game rules to modify thenative game play metrics of the second player for generating modifiedgame play metrics for the second player. When the challenge game isexecuted, a spectator view for displaying the modified game play metricsis generated.

In a related method embodiment, the executing the challenge game forgenerating modified game play metrics for the second player includesprocessing telemetry data associated with the game segment as played bythe second player that is indicative of the native game play metrics ofthe second player. The method further includes transforming, accordingto the predefined challenge game rules, the native game play metrics ofthe second player for said generating the modified game play metrics forthe second player. In these and other embodiments, the native game playmetrics for the second player are configured to replace the native gameplay metrics of the second player in the spectator view such that themodified game play metrics for the second player are displayed in placeof the native game play metrics of the second player. In these and otherembodiments, said executing the challenge game is further configured forapplying the predefined challenge game rules to modify native game playmetrics associated with the first player having played the game segmentfor generating modified game play metrics for the first player. In theseand other embodiments, the executing the challenge game for generatingmodified game play metrics for the first player includes operations forprocessing telemetry data or game state data associated with the gamesegment as played by the first player, the telemetry or game state dataare indicative of the native game play metrics of the first player andfor transforming, according to the predefined challenge game rules, thenative game play metrics of the first player for said generating themodified game play metrics for the first player. In these and otherembodiments, the modified game play metrics for the first player areconfigured to replace the native game play metrics of the first playerin the spectator view such that the modified game play metrics for thefirst player are displayed in place of the native game play metrics ofthe first player. In these and other embodiments, when the second playerplays the game segment for the challenge game, the native game playmetrics of the second player are configured to be displayed to thesecond player without display of the modified game play metrics. Inthese and other embodiments, the predefined challenge game rules includeone or more of a limitation, a restriction, a penalty, a handicap, and areward.

FIG. 9 shows conceptual illustrations of various embodiments for whichchallenge games may be played synchronously or asynchronously and viewedby spectators in real time or as a non-live view. In a first embodiment,a challenge game is played synchronously by a first and second playerand viewed live in a spectator view 900. For example, the player 1 gamesegment 902 and a player 2 game segment 904 are shown to begin at aboutthe same time along a time axis and proceed in parallel to about thesame time when the challenge game is completed. The spectator view 900is shown to encompass the player 1 game segment 902 and the player 2game segment 904 from their beginning to their end.

In another embodiment, an asynchronous mode of playing the challengegame is shown, with a live view of the challenge game for the spectatorview 906. A player 1 game segment 908 is shown to take place at anearlier period in time than a player 2 game segment 910. When the secondplayer initiates the player 2 game segment 910, the player 1 gamesegment 908 that was played in the past is re-run as a player 1gamesegment replay 908′ within the live spectator view 906. As a result, thespectator view 906 displays the player 1 game segment replay 908′alongside the player 2 game segment 910 synchronously such that itappears as though the first and second players are playing the gamesegment synchronously.

In another embodiment of FIG. 9, a synchronous or asynchronous challengegame that is displayed in a non-live spectator view 912 is provided. Aplayer 1 game segment 914 and a player 2 game segment 916 are shown tooccur prior to the spectator view 912 of the challenge game. Both theplayer 1 game segment 914 and the player 2 game segment 916 arere-broadcast as player 1 game segment replay 914′ and player 2 gamesegment replay 916′ in the spectator view 912, respectively. As aresult, a spectator having the spectator view 912 is able to view thechallenge game as though the first and second players are playing thegame segment synchronously and in real-time.

FIG. 10 shows an embodiment of a spectator view 1000 of a staging areafor challenge game between player landongn 1002 and player wmbenedetto1004 that is about to begin in 15 seconds. The spectator view 1000 isshown to include an indication of the game segment that is to be played,including an objective 1006 of defeating the dragon, a time limit 1008that time-boxes the game segment, restrictions 1010 that specifies thatno magic should be used, a start point 1012, as well as the character1014 that both players are to play. Although not shown, indications ofadditional game parameters and challenge game rules may also bedisplayed in the staging area, including penalties, abilities,limitations, etc. The staging area is also shown to display spectatorinformation 1018 that may include an indication of any friends that arealso going to spectate in the challenge game and a total number ofspectators. The spectator may decide to view the challenge game byselecting the watch match button 1016.

FIG. 11 shows a challenge game in progress as it may be viewed by aspectator via the spectator view 1000. The spectator view 1000 is shownto include the first player video 214 and the second player video 216and challenge game graphics 218. The first player video 214 and thesecond player video 216 displayed in synchrony and are multicast fromthe execution of the game segment as it is being played by playerlandongn 1002 and player wmbenedetto 1004. As the game segment is beingplayed, the challenge game graphics 218 are being generated by thechallenge game server, for example, in a way shown in FIGS. 2-4. Thechallenge game graphics 218 include overall progress indicators 1100 and1106 for the first and second players, respectively, which indicategenerally how close the player is to completing the objective 1006 ofthe game segment. For example, the overall progress indicators 1100 and1106 each include progress bars 1102 and 1108 that represent a degree ofprogress for the first and second players, respectively. In the exampleshown, player landongn 1002 appears to have made more progress in thegame segment than player wmbenedetto 1004, as shown by the relative fillof the progress bars 1102 and 1008. Moreover, the overall progressindicator 1100 and 1106 include health indicators 1104 and 1110 of theenemy dragon. Again, it appears from FIG. 11 that player landongn 1002has done more damage to the dragon than player wmbenedetto 1004 has, asshown by the progressive fill of the health indicators 1104 and 1110 ofthe dragon.

In addition, the challenge game graphics 218 is shown include to gameplay metrics indicators that convey more detail about how each player isdoing within the game segment. For example, a health indicator 1106, astamina indicator 1108, and a magic indicator 1110 are shown to beassociated with player landongn 1002 while a health indicator 1112, astamina indicator 1114 and a magic indicator 1116 are shown to beassociated with player wmbenedetto 1004. In the example shown, playerlandongn 1106 has about 80% of their health remaining and about 50% oftheir stamina, while player wmbenedetto 1004 has about 40% of theirhealth remaining and about 50% of their stamina. With respect to themagic indicators 1110 and 1116, player landongn 1110 is shown to have afull bar of magic, meaning, for example, that they haven't used anymagic. In contrast, player wmbenedetto 1004 is shown to have a half abar of magic, meaning that they have used 50% of the allowed butpenalized use of magic. That player wmbennedetto 1004 has used magic mayexplain why their health is so low, since one of the penalties for usingmagic may be to increase how susceptible player wmbenedetto 1004 is totaking damage. For example, the amount of damage the players take may bescaled according to the amount of magic that they use as a penalty.

Challenge game servers are also contemplated to enable a level ofinteraction between the spectators and the challenge game. In theembodiment shown in FIG. 11, the spectators are allowed to vote as towhich player they believe will win the challenge game. Options 1120 and1124 are indicators within the challenge game graphics 218 that instructthe spectator on how to vote for either player. Cohorts 1118 and 1122 asshown in the challenge game graphics 218 represent which of thespectators have already voted for which player. In addition to voting,it is contemplated that the challenge game server might also enablespectators to wager virtual or real currency. In other embodiments, thechallenge game graphics may also include a chat box for the spectatorsto interact with one another.

While some of the challenge game graphics 218 are shown to appear in thespectator view 1000 at a location that is outside of the first playervideo 214 and the second player video 216, challenge game graphics 218are also contemplated to appear within the first player video 214 andthe second player video 216. For example, various indicators of progressmight also be overlaid on the first player video 214 and the secondplayer video 218.

FIG. 12 shows a conceptual illustration of how telemetry or game statedata 1200 for a game segment being played are processed to generatechanges to the challenge game graphics 218 a-218 d at fourrepresentative points in the game segment. The telemetry or game statedata 1200 is shown as a timeline of a sequence of events in relativeorder in which they may occur during play of the game segment.

In challenge game graphics 218 a, player landongn 1002 is shown byprogress indicator 1102 a to have completed about half of the gameobjective and by health indicator 1104 a of the dragon to have reducedthe dragon's health by about 30%. It is noted that the progressindicator 1102 a may have more than one input that the health of thedragon. For example, there may be additional variables that factor intothe progress indicator 1102 a, such as completion of additional orsupplementary objectives or goals that might be defined by the gamesegment, a proximity the player is to the dragon, various game playmetrics, among others. Additionally, player landongn 1002 is shown byhealth indicator 1106 a to have about 80% health left, by staminaindicator 1108 a to have about 70% stamina left, and by magic indicator1110 a to have used no magic.

According to the telemetry or game state data 1200 shown in FIG. 12, anumber of events occur between the time of challenge game graphics 218 aand 218 b, including the use of 50 stamina, increased proximity todragon by 50 units, use of magic one time, dealing of 300 damage todragon, attacking of player by dragon, and sustaining 100 damage. Theevents of the telemetry or game state data 1200 is processed by thechallenge server, for example, by the telemetry processing module 400and/or the challenge game execution logic 300 to generate modified gameplay metrics and challenge game game states, which are then used togenerate changes to the challenge game graphics 218 a.

For example, at the next shown point in the game segment, challenge gamegraphics 218 b reflect certain changes to the game play metrics andchallenge game game states in response to the sequence of events of thetelemetry or game state data 1200. In challenge game graphics 218 b, forexample, the progress indicator 1102 b shows that the player landongn1002 has completed about 80% of the game segment, reflecting, forexample, that the player has increased proximity to the dragon by 50units and has done damage to the dragon. In response to the dragontaking 300 damage from the player's use of magic, the health indicator1104 b for the dragon is shown to be about 70% defeated. However,because the player used magic, their susceptibility to taking damage isshown to be scaled by a factor of two. Thus, when the dragon attacks theplayer and thereby dealing 100 damage to the player, the player's healthmay decrease by 200 instead of 100. The health indicator 1106 b reflectsthe health of the player in view of the scaled damage taken, while thestamina indicator 1108 b reflects the expenditure of stamina, and themagic indicator 1110 b reflects the use the magic.

Between the time of challenge game graphics 218 b and challenge gamegraphics 218 c, the following events are shown to occur: decrease inproximity from dragon by 100 units, ranged attack on dragon misses,ranged attack on dragon hits, dragon is dealt 200 damage, use of 100stamina, attack by dragon, and sustaining of 100 damage. Here, if enoughtime passes in which the player refrains from using magic, thesusceptibility of the player to taking damage might be scaled back tonormal, as shown in FIG. 12. Thus, when dragon deals 100 damage to theplayer, the player takes 100 damage, as reflected by health indicator1106 c. Since the player has dealt further damage to the dragon, theprogress indicator 1102 c is shown to be at about 80%, while the healthindicator 1104 c for the dragon shows that it is about 80% defeated.

Between the time of challenge game graphics 218 c and that of challengegame graphics 218 d, the following final sequence of events are shown tooccur: use of 200 stamina, increase in proximity to dragon by 200 units,successful melee attack on dragon three times, dealing of 400 damage tothe dragon, and defeat of the dragon. As a result of this final sequenceof events, the progress indicator 1102 d is shown to be filled in allthe way, indicating that the player has completed the objective of thegame segment. The health indicator 1104 d for the dragon is shown alsoto be filled up all the way, indicating that the dragon's health hasbeen reduced to zero. At this instance, the challenge game is able todetect that the dragon has been defeated by player landongn 1002 via thetelemetry and data stream 1200, and, as a result, may terminate thechallenge game in order to declare that player landongn 1002 is thevictor.

FIG. 13 illustrates components of an example device 1300 that can beused to perform aspects of the various embodiments of the presentdisclosure. For example, FIG. 13 illustrates an exemplary hardwaresystem suitable for implementing a device that provides services insupport of a user, such as providing a challenge game for play by aplayer or a spectator interface for viewing the challenge game, inaccordance with one embodiment. This block diagram illustrates a device1300 that can incorporate or can be a personal computer, video gameconsole, personal digital assistant, or other digital device, suitablefor practicing an embodiment of the disclosure. Device 1300 includes acentral processing unit (CPU) 1302 for running software applications andoptionally an operating system. CPU 1302 may be comprised of one or morehomogeneous or heterogeneous processing cores. For example, CPU 1302 isone or more general-purpose microprocessors having one or moreprocessing cores. Further embodiments can be implemented using one ormore CPUs with microprocessor architectures specifically adapted forhighly parallel and computationally intensive applications, such asprocessing game operations of a challenge game. Device 1300 may be alocalized to a player playing a game segment (e.g., game console), orremote from the player (e.g., back-end server processor).

Memory 1304 stores applications and data for use by the CPU 1302.Storage 1306 provides non-volatile storage and other computer readablemedia for applications and data and may include fixed disk drives,removable disk drives, flash memory devices, and CD-ROM, DVD-ROM,Blu-ray, HD-DVD, or other optical storage devices, as well as signaltransmission and storage media. User input devices 1308 communicate userinputs from one or more users to device 1300, examples of which mayinclude keyboards, mice, joysticks, touch pads, touch screens, still orvideo recorders/cameras, tracking devices for recognizing gestures,and/or microphones. Network interface 1314 allows device 1300 tocommunicate with other computer systems via an electronic communicationsnetwork, and may include wired or wireless communication over local areanetworks and wide area networks such as the internet. An audio processor1312 is adapted to generate analog or digital audio output frominstructions and/or data provided by the CPU 1302, memory 1304, and/orstorage 1306. The components of device 1300, including CPU 1302, memory1304, data storage 1306, user input devices 1308, network interface1310, and audio processor 1312 are connected via one or more data buses1322.

A graphics subsystem 1320 is further connected with data bus 1322 andthe components of the device 1300. The graphics subsystem 1320 includesa graphics processing unit (GPU) 1316 and graphics memory 1318. Graphicsmemory 1318 includes a display memory (e.g., a frame buffer) used forstoring pixel data for each pixel of an output image. Graphics memory1318 can be integrated in the same device as GPU 1308, connected as aseparate device with GPU 1316, and/or implemented within memory 1304.Pixel data can be provided to graphics memory 1318 directly from the CPU1302. Alternatively, CPU 1302 provides the GPU 1316 with data and/orinstructions defining the desired output images, from which the GPU 1316generates the pixel data of one or more output images. The data and/orinstructions defining the desired output images can be stored in memory1304 and/or graphics memory 1318. In an embodiment, the GPU 1316includes 3D rendering capabilities for generating pixel data for outputimages from instructions and data defining the geometry, lighting,shading, texturing, motion, and/or camera parameters for a scene. TheGPU 1316 can further include one or more programmable execution unitscapable of executing shader programs.

The graphics subsystem 1314 periodically outputs pixel data for an imagefrom graphics memory 1318 to be displayed on display device 1310.Display device 1310 can be any device capable of displaying visualinformation in response to a signal from the device 1300, including CRT,LCD, plasma, and OLED displays. Device 1300 can provide the displaydevice 1310 with an analog or digital signal, for example.

While specific embodiments have been provided to demonstrate theproviding challenge games for play and viewing, these are described byway of example and not by way of limitation. Those skilled in the arthaving read the present disclosure will realize additional embodimentsfalling within the spirit and scope of the present disclosure.

It should be noted, that access services, such as providing access togames of the current embodiments, delivered over a wide geographicalarea often use cloud computing. Cloud computing is a style of computingin which dynamically scalable and often virtualized resources areprovided as a service over the Internet. Users do not need to be anexpert in the technology infrastructure in the “cloud” that supportsthem. Cloud computing can be divided into different services, such asInfrastructure as a Service (IaaS), Platform as a Service (PaaS), andSoftware as a Service (SaaS). Cloud computing services often providecommon applications, such as video games, online that are accessed froma web browser, while the software and data are stored on the servers inthe cloud. The term cloud is used as a metaphor for the Internet, basedon how the Internet is depicted in computer network diagrams and is anabstraction for the complex infrastructure it conceals.

A challenge game server (or, simply, game server) may be used bychallenge game players, in some embodiments. Most video games playedover the Internet operate via a connection to the game server.Typically, games use a dedicated server application that collects datafrom players and distributes it to other players. Users access theremote services with client devices, which include at least a CPU, adisplay and I/O. The client device can be a PC, a mobile phone, anetbook, a PDA, etc. In one embodiment, the network executing on thegame server recognizes the type of device used by the client and adjuststhe communication method employed. In other cases, client devices use astandard communications method, such as html, to access the applicationon the game server over the internet.

Embodiments of the present disclosure may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like. Thedisclosure can also be practiced in distributed computing environmentswhere tasks are performed by remote processing devices that are linkedthrough a wire-based or wireless network.

It should be appreciated that a given video game or gaming applicationmay be developed for a specific platform and a specific associatedcontroller device. However, when such a game is made available via agame cloud system as presented herein, the user may be accessing thevideo game with a different controller device. For example, a game mighthave been developed for a game console and its associated controller,whereas the user might be accessing a cloud-based version of the gamefrom a personal computer utilizing a keyboard and mouse. In such ascenario, the input parameter configuration can define a mapping frominputs which can be generated by the user's available controller device(in this case, a keyboard and mouse) to inputs which are acceptable forthe execution of the video game.

In another example, a user may access the cloud gaming system via atablet computing device, a touchscreen smartphone, or other touchscreendriven device. In this case, the client device and the controller deviceare integrated together in the same device, with inputs being providedby way of detected touchscreen inputs/gestures. For such a device, theinput parameter configuration may define particular touchscreen inputscorresponding to game inputs for the video game. For example, buttons, adirectional pad, or other types of input elements might be displayed oroverlaid during running of the video game to indicate locations on thetouchscreen that the user can touch to generate a game input. Gesturessuch as swipes in particular directions or specific touch motions mayalso be detected as game inputs. In one embodiment, a tutorial can beprovided to the user indicating how to provide input via the touchscreenfor gameplay, e.g. prior to beginning gameplay of the video game, so asto acclimate the user to the operation of the controls on thetouchscreen.

In some embodiments, the client device serves as the connection pointfor a controller device. That is, the controller device communicates viaa wireless or wired connection with the client device to transmit inputsfrom the controller device to the client device. The client device mayin turn process these inputs and then transmit input data to the cloudgame server via a network (e.g. accessed via a local networking devicesuch as a router). However, in other embodiments, the controller canitself be a networked device, with the ability to communicate inputsdirectly via the network to the cloud game server, without beingrequired to communicate such inputs through the client device first. Forexample, the controller might connect to a local networking device (suchas the aforementioned router) to send to and receive data from the cloudgame server. Thus, while the client device may still be required toreceive video output from the cloud-based video game and render it on alocal display, input latency can be reduced by allowing the controllerto send inputs directly over the network to the cloud game server,bypassing the client device.

In one embodiment, a networked controller and client device can beconfigured to send certain types of inputs directly from the controllerto the cloud game server, and other types of inputs via the clientdevice. For example, inputs whose detection does not depend on anyadditional hardware or processing apart from the controller itself canbe sent directly from the controller to the cloud game server via thenetwork, bypassing the client device. Such inputs may include buttoninputs, joystick inputs, embedded motion detection inputs (e.g.accelerometer, magnetometer, gyroscope), etc. However, inputs thatutilize additional hardware or require processing by the client devicecan be sent by the client device to the cloud game server. These mightinclude captured video or audio from the game environment that may beprocessed by the client device before sending to the cloud game server.Additionally, inputs from motion detection hardware of the controllermight be processed by the client device in conjunction with capturedvideo to detect the position and motion of the controller, which wouldsubsequently be communicated by the client device to the cloud gameserver. It should be appreciated that the controller device inaccordance with various embodiments may also receive data (e.g. feedbackdata) from the client device or directly from the cloud gaming server.

It should be understood that the embodiments described herein may beexecuted on any type of client device. In some embodiments, the clientdevice for one of playing a challenge game, creating a challenge game,or for viewing a challenge game is a head mounted display (HMD). FIG.14, a diagram illustrating components of a head-mounted display 1401 isshown, in accordance with an embodiment of the disclosure. The HMD 1401may be configured to display an interface for playing the game segmentor for viewing the challenge game as a spectator.

The head-mounted display 1401 includes a processor 1400 for executingprogram instructions. A memory 1402 is provided for storage purposes,and may include both volatile and non-volatile memory. A display 1404 isincluded which provides a visual interface that a user may view. Abattery 1406 is provided as a power source for the head-mounted display1401. A motion detection module 1408 may include any of various kinds ofmotion sensitive hardware, such as a magnetometer 1410, an accelerometer1412, and a gyroscope 1414.

An accelerometer is a device for measuring acceleration and gravityinduced reaction forces. Single and multiple axis models are availableto detect magnitude and direction of the acceleration in differentdirections. The accelerometer is used to sense inclination, vibration,and shock. In one embodiment, three accelerometers 1412 are used toprovide the direction of gravity, which gives an absolute reference fortwo angles (world-space pitch and world-space roll).

A magnetometer measures the strength and direction of the magnetic fieldin the vicinity of the head-mounted display. In one embodiment, threemagnetometers 1410 are used within the head-mounted display, ensuring anabsolute reference for the world-space yaw angle. In one embodiment, themagnetometer is designed to span the earth magnetic field, which is ±80microtesla. Magnetometers are affected by metal, and provide a yawmeasurement that is monotonic with actual yaw. The magnetic field may bewarped due to metal in the environment, which causes a warp in the yawmeasurement. If necessary, this warp can be calibrated using informationfrom other sensors such as the gyroscope or the camera. In oneembodiment, accelerometer 1412 is used together with magnetometer 1410to obtain the inclination and azimuth of the head-mounted display 1401.

A gyroscope is a device for measuring or maintaining orientation, basedon the principles of angular momentum. In one embodiment, threegyroscopes 1414 provide information about movement across the respectiveaxis (x, y and z) based on inertial sensing. The gyroscopes help indetecting fast rotations. However, the gyroscopes can drift over timewithout the existence of an absolute reference. This requires resettingthe gyroscopes periodically, which can be done using other availableinformation, such as positional/orientation determination based onvisual tracking of an object, accelerometer, magnetometer, etc.

A camera 1416 is provided for capturing images and image streams of areal environment. More than one camera may be included in thehead-mounted display 1401, including a camera that is rear-facing(directed away from a user when the user is viewing the display of thehead-mounted display 1401), and a camera that is front-facing (directedtowards the user when the user is viewing the display of thehead-mounted display 1401). Additionally, a depth camera 1418 may beincluded in the head-mounted display 1401 for sensing depth informationof objects in a real environment.

In one embodiment, a camera integrated on a front face of the HMD may beused to provide warnings regarding safety. For example, if the user isapproaching a wall or object, the user may be warned. In one embodiment,the use may be provided with an outline view of physical objects in theroom, to warn the user of their presence. The outline may, for example,be an overlay in the virtual environment. In some embodiments, the HMDuser may be provided with a view to a reference marker, that is overlaidin, for example, the floor. For instance, the marker may provide theuser a reference of where the center of the room is, which in which theuser is playing the game. This may provide, for example, visualinformation to the user of where the user should move to avoid hitting awall or other object in the room. Tactile warnings can also be providedto the user, and/or audio warnings, to provide more safety for when theuser wears and plays games or navigates content with an HMD.

The head-mounted display 1401 includes speakers 1420 for providing audiooutput. Also, a microphone 1422 may be included for capturing audio fromthe real environment, including sounds from the ambient environment,speech made by the user, etc. The head-mounted display 1401 includestactile feedback module 1424 for providing tactile feedback to the user.In one embodiment, the tactile feedback module 1424 is capable ofcausing movement and/or vibration of the head-mounted display 1401 so asto provide tactile feedback to the user.

LEDs 1426 are provided as visual indicators of statuses of thehead-mounted display 1401. For example, an LED may indicate batterylevel, power on, etc. A card reader 1428 is provided to enable thehead-mounted display 1401 to read and write information to and from amemory card. A USB interface 1430 is included as one example of aninterface for enabling connection of peripheral devices, or connectionto other devices, such as other portable devices, computers, etc. Invarious embodiments of the head-mounted display 1401, any of variouskinds of interfaces may be included to enable greater connectivity ofthe head-mounted display 1401.

A Wi-Fi module 1432 is included for enabling connection to the Internetvia wireless networking technologies. Also, the head-mounted display1401 includes a Bluetooth module 1434 for enabling wireless connectionto other devices. A communications link 1436 may also be included forconnection to other devices. In one embodiment, the communications link1436 utilizes infrared transmission for wireless communication. In otherembodiments, the communications link 1436 may utilize any of variouswireless or wired transmission protocols for communication with otherdevices.

Input buttons/sensors 1438 are included to provide an input interfacefor the user. Any of various kinds of input interfaces may be included,such as buttons, touchpad, joystick, trackball, etc. An ultra-soniccommunication module 1440 may be included in head-mounted display 1401for facilitating communication with other devices via ultra-sonictechnologies.

Bio-sensors 1442 are included to enable detection of physiological datafrom a user. In one embodiment, the bio-sensors 1442 include one or moredry electrodes for detecting bio-electric signals of the user throughthe user's skin.

Photo-sensors 1444 are included to respond to signals from emitters(e.g., infrared base stations) placed in a 3-dimensional physicalenvironment. The gaming console analyzes the information from thephoto-sensors 1444 and emitters to determine position and orientationinformation related to the head-mounted display 1401.

In addition, gaze tracking system 1446 is included and configured toenable tracking of the gaze of the user. For example, system 1446 mayinclude gaze tracking cameras which captures images of the user's eyes,which are then analyzed to determine the gaze direction of the user. Inone embodiment, information about the gaze direction of the user can beutilized to affect the video rendering. Video rendering in the directionof gaze can be prioritized or emphasized, such as by providing greaterdetail, higher resolution through foveated rendering, higher resolutionof a particle system effect displayed in the foveal region, lowerresolution of a particle system effect displayed outside the fovealregion, or faster updates in the region where the user is looking.

The foregoing components of head-mounted display 1401 have beendescribed as merely exemplary components that may be included inhead-mounted display 1401. In various embodiments of the disclosure, thehead-mounted display 1401 may or may not include some of the variousaforementioned components. Embodiments of the head-mounted display 1401may additionally include other components not presently described, butknown in the art, for purposes of facilitating aspects of the presentdisclosure as herein described.

It will be appreciated by those skilled in the art that in variousembodiments of the disclosure, the aforementioned head mounted devicemay be utilized in conjunction with an interactive application displayedon a display to provide various interactive functions. The exemplaryembodiments described herein are provided by way of example only, andnot by way of limitation.

It should be understood that the various embodiments defined herein maybe combined or assembled into specific implementations using the variousfeatures disclosed herein. Thus, the examples provided are just somepossible examples, without limitation to the various implementationsthat are possible by combining the various elements to define many moreimplementations. In some examples, some implementations may includefewer elements, without departing from the spirit of the disclosed orequivalent implementations.

Embodiments of the present disclosure may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like.Embodiments of the present disclosure can also be practiced indistributed computing environments where tasks are performed by remoteprocessing devices that are linked through a wire-based or wirelessnetwork.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of thetelemetry and game state data for generating modified game states andare performed in the desired way.

One or more embodiments can also be fabricated as computer readable codeon a computer readable medium. The computer readable medium is any datastorage device that can store data, which can be thereafter be read by acomputer system. Examples of the computer readable medium include harddrives, network attached storage (NAS), read-only memory, random-accessmemory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical andnon-optical data storage devices. The computer readable medium caninclude computer readable tangible medium distributed over anetwork-coupled computer system so that the computer readable code isstored and executed in a distributed fashion.

Although the foregoing embodiments have been described in some detailfor purposes of clarity of understanding, it will be apparent thatcertain changes and modifications can be practiced within the scope ofthe appended claims. Accordingly, the present embodiments are to beconsidered as illustrative and not restrictive, and the embodiments arenot to be limited to the details given herein, but may be modifiedwithin the scope and equivalents of the appended claims.

What is claimed is:
 1. A method, comprising: receiving a request toassemble a challenge game between a first player and a second player fora game; executing the challenge game for a segment of the game in aspectator interface, the executing the challenge game includes:collecting first telemetry data associated with gameplay of the segmentof the game by the first player and second telemetry data associatedwith gameplay of the segment by the second player, processing the firsttelemetry data and the second telemetry data for generating modifiedgame play metrics, and replacing game states that were produced when thesegment of the game was played with the modified game play, wherein themodified game play metrics are used to identify progress for thechallenge game; and rendering, based on the modified game play metrics,a graphical element for displaying said progress for the challenge gamein spectator interface.
 2. The method of claim 1, wherein the challengegame is defined by one or more restrictions and the processing the firsttelemetry data and the second telemetry data for generating modifiedgame play metrics is based in part on the one or more restrictions. 3.The method of claim 1, wherein the challenge game is defined by anobjective and the processing the first telemetry data and the secondtelemetry data for generating modified game play metrics is based inpart on how close the first player and the second player are toachieving the objective.
 4. The method of claim 1, wherein the challengegame further defines one or more penalties and wherein the processingthe first telemetry data and the second telemetry data further includes:filtering the first telemetry data and the second telemetry data fordetecting that the first player or the second player has performed agame action associated with the one or more penalties; and applying theone or more penalties to the first player or the second player duringsaid executing the challenge game, the applying the one or morepenalties is indicated on the graphical element for the challenge game.5. The method of claim 4, wherein the applying the one or more penaltiesis operable to scale an ability of the first or second player to performone or more game actions.
 6. The method of claim 4, wherein the applyingthe one or more penalties is operable to scale a susceptibility of thefirst player or the second player to receive damage.
 7. The method ofclaim 1, wherein the game is a single-player game and the segment of thegame is part of the single-player game.
 8. The method of claim 1,wherein the segment defines an initialization state and a completionstate, the initialization state defines a starting point within the gameat which the segment begins and the completion state is associated withobjectives for the challenge game that defines a set of game states thatconclude the segment of the game.
 9. The method of claim 1, wherein thefirst player and the second player play the segment synchronously withrespect to one another.
 10. The method of claim 1, wherein the spectatorinterface provides side-by-side video showing the gameplay of the firstplayer and the second player.
 11. The method of claim 10, wherein thegraphical element in the spectator interface is individual progressbars, wherein each of the individual progress bars is provided inrelation each of the first and second players.
 12. The method of claim10, wherein the graphical element in the spectator interface graphicallyillustrate the modified game play metrics for each of the first andsecond players so that a spectator viewing via the spectator interfacecan view relative progress in the challenge between the first and secondplayers.
 13. The method of claim 12, wherein the spectator is providedwith access to vote regarding predictions of who between the first andsecond players will win the challenge game, and said vote and othervotes are updated and displayed in the spectator interface based onreceived votes.
 14. The method of claim 1, wherein the request toassemble the challenge game is processed to enable matching of playersavailable for the challenge game, and said request includes generatinginvites to players to participate in the challenge game.
 15. The methodof claim 1, further comprising, saving a result of the challenge game;and enabling replay of the challenge game by one or more otherspectators.
 16. Computer readable media for processing a challenge game,the computer readable media having non-transitory program instructions,comprising: program instructions for receiving a request to assemble achallenge game between a first player and a second player for a game;program instructions for executing the challenge game for a segment ofthe game in a spectator interface, the executing the challenge gameincludes: p2 program instructions for collecting first telemetry dataassociated with gameplay of the segment of the game by the first playerand second telemetry data associated with gameplay of the segment by thesecond player, program instructions for processing the first telemetrydata and the second telemetry data for generating modified game playmetrics, and program instructions for replacing game states that wereproduced when the segment of the game was played with the modified gameplay, wherein the modified game play metrics are used to identifyprogress for the challenge game; and program instructions for rendering,based on the modified game play metrics, a graphical element fordisplaying said progress for the challenge game in spectator interface.17. The computer readable media of claim 16, wherein the challenge gameis defined by one or more restrictions and the processing the firsttelemetry data and the second telemetry data for generating modifiedgame play metrics is based in part on the one or more restrictions. 18.The computer readable media of claim 16, wherein the challenge gamefurther defines one or more penalties and wherein the processing thefirst telemetry data and the second telemetry data further includes:program instructions for filtering the first telemetry data and thesecond telemetry data for detecting that the first player or the secondplayer has performed a game action associated with the one or morepenalties; and program instructions for applying the one or morepenalties to the first player or the second player during said executingthe challenge game, the applying the one or more penalties is indicatedon the graphical element for the challenge game.
 19. The computerreadable media of claim 16, wherein the segment defines aninitialization state and a completion state, the initialization statedefines a starting point within the game at which the segment begins andthe completion state is associated with the objectives for the challengegame that defines a set of game states that conclude the segment of thegame, and wherein the game is a single-player game and the segment ofthe game is part of the single-player game.
 20. The computer readablemedia of claim 16, wherein the spectator interface provides side-by-sidevideo showing the gameplay of the first player and the second player,and the graphical element in the spectator interface is individualprogress bars, wherein each of the individual progress bars is providedin relation each of the first and second players; wherein the spectatoris provided with access to vote regarding predictions of who between thefirst and second players will win the challenge game, and said vote andother votes are updated and displayed in the spectator interface basedon received votes.